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Planeswanderers (Magic multiverse setting; updated May 17)
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<blockquote data-quote="fissionessence" data-source="post: 4791894" data-attributes="member: 63357"><p>Okay, so it's taken me a really long time to post up this part 2. I realized it's primarily because converting a session into an interesting story with good dialogue and whatnot is daunting . . . so I decided just to describe everything with tiresome exposition <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It's pretty dry, I know, but then hopefully I can at least get it written for my own records. Hopefully it's an acceptable read for interested individuals. </p><p></p><p>* * * * *</p><p></p><p><span style="font-size: 15px"><strong>Part 1: Keep on the Æthark</strong></span> — Session 2</p><p></p><p>Their examination of the package reveals that consists primarily of arcane components and research materials. They return to the inn they recently left, asking the innkeeper where they might find Douven Staul.</p><p></p><p>They're informed that he left the town a few days ago, heading off to the ruins of Tibearest. He goes over there every year or so, worrying that "he needs to check to runes and make sure the seals are still in place." They learn he's a kind of crazy old man who's really old. Also he's a wizard, so this package is probably components for his wizardy stuff.</p><p></p><p>The characters also ask about Ninaran and his sister, but no one has seen them since they left the inn that little while ago. Apparently, they live some unknown place outside of town, so there's no house the characters can visit looking for them.</p><p></p><p>Deciding the package delivery is more important than some mysterious visit to the keep, the character decide to head to the ruins of Tibearest to find Douven Staul.</p><p></p><p>Having barely left the town on the road toward the ruins, they are stopped by Ninaran and Palreah, who ask why the characters aren't headed for the keep. The heroes make some excuse about thinking this was the way to the keep, or else that they heard the ruins are another good sight to see. Unconvinced or uninterested, Ninaran reinforces his suggestion that they go to the keep, and how it would probably be a much more interesting place for presumed adventurers such as themselves.</p><p></p><p>Meanwhile, Whisper is busy talking with Palreah, whose hair has somehow turned from stark white to a crimson red. The conversation between these two girls goes as might be expected from an exchange between River from <em>Firefly </em>and Drusilla from <em>Buffy</em>/<em>Angel</em>.</p><p></p><p>Wanting to appease the persistent elf, but also wanting to head their own direction, the players head back as suggested on the road toward the keep, but circle around the town into the forest to head straight west through the woods. The travel will be several hours longer, but this way they don't have to worry about the nagging Ninaran.</p><p></p><p>They camp in the woods without incident once night falls, and when they wake up they head south to the road to the ruins, completing their journey.</p><p></p><p>Following the last of the road, they come within view of the ruins of the former city of Tibearest. Buildings and walls are crumbled, and old corpses lie spread across the field within a couple hundred feet of the ruins. On the off chance these bodies may yet hold unfound treasures, Grrda scours one greedily. </p><p></p><p>Unfortunately, this awakens the restless dead, including the disturbed corpse and many of its brethren in the area. </p><p></p><p>[Here we used the Graveyard Exterior encounter from the 'Shadows of Kalarel' article on page 98 of <em>Dungeon Magazine</em> 155. I added a second 'Maw' monster for a slightly more difficult encounter.]</p><p></p><p>The heroes readily defeated these zombies, but as each was struck the killing blow, its still-bound spirit attempted to escape the corpse and fly away. As they did so, black tendrils emerged from the ground grabbing these spirits and pulling them back down toward the ruins. </p><p></p><p>Now readily disturbed by these spirits that couldn't escape their torment in the ruins and their former bodies, the players decided to venture further into the remains of the town . . . </p><p></p><p>. . . next week.</p><p></p><p> * * * * *</p><p></p><p>~</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4791894, member: 63357"] Okay, so it's taken me a really long time to post up this part 2. I realized it's primarily because converting a session into an interesting story with good dialogue and whatnot is daunting . . . so I decided just to describe everything with tiresome exposition :) It's pretty dry, I know, but then hopefully I can at least get it written for my own records. Hopefully it's an acceptable read for interested individuals. * * * * * [SIZE=4][B]Part 1: Keep on the Æthark[/B][/SIZE] — Session 2 Their examination of the package reveals that consists primarily of arcane components and research materials. They return to the inn they recently left, asking the innkeeper where they might find Douven Staul. They're informed that he left the town a few days ago, heading off to the ruins of Tibearest. He goes over there every year or so, worrying that "he needs to check to runes and make sure the seals are still in place." They learn he's a kind of crazy old man who's really old. Also he's a wizard, so this package is probably components for his wizardy stuff. The characters also ask about Ninaran and his sister, but no one has seen them since they left the inn that little while ago. Apparently, they live some unknown place outside of town, so there's no house the characters can visit looking for them. Deciding the package delivery is more important than some mysterious visit to the keep, the character decide to head to the ruins of Tibearest to find Douven Staul. Having barely left the town on the road toward the ruins, they are stopped by Ninaran and Palreah, who ask why the characters aren't headed for the keep. The heroes make some excuse about thinking this was the way to the keep, or else that they heard the ruins are another good sight to see. Unconvinced or uninterested, Ninaran reinforces his suggestion that they go to the keep, and how it would probably be a much more interesting place for presumed adventurers such as themselves. Meanwhile, Whisper is busy talking with Palreah, whose hair has somehow turned from stark white to a crimson red. The conversation between these two girls goes as might be expected from an exchange between River from [I]Firefly [/I]and Drusilla from [I]Buffy[/I]/[I]Angel[/I]. Wanting to appease the persistent elf, but also wanting to head their own direction, the players head back as suggested on the road toward the keep, but circle around the town into the forest to head straight west through the woods. The travel will be several hours longer, but this way they don't have to worry about the nagging Ninaran. They camp in the woods without incident once night falls, and when they wake up they head south to the road to the ruins, completing their journey. Following the last of the road, they come within view of the ruins of the former city of Tibearest. Buildings and walls are crumbled, and old corpses lie spread across the field within a couple hundred feet of the ruins. On the off chance these bodies may yet hold unfound treasures, Grrda scours one greedily. Unfortunately, this awakens the restless dead, including the disturbed corpse and many of its brethren in the area. [Here we used the Graveyard Exterior encounter from the 'Shadows of Kalarel' article on page 98 of [I]Dungeon Magazine[/I] 155. I added a second 'Maw' monster for a slightly more difficult encounter.] The heroes readily defeated these zombies, but as each was struck the killing blow, its still-bound spirit attempted to escape the corpse and fly away. As they did so, black tendrils emerged from the ground grabbing these spirits and pulling them back down toward the ruins. Now readily disturbed by these spirits that couldn't escape their torment in the ruins and their former bodies, the players decided to venture further into the remains of the town . . . . . . next week. * * * * * ~ [/QUOTE]
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